Is this actual editor usage... or is this unity versions logging into the asset store? does the editor automatically log statistics back to UT when it runs? I would love to believe the above and dump 3.5 support for my assets. But somehow I just don't believe the statistics.

Unity Technologies

Current beta usage (2014 September): 81.5% sessions using 4.6; 6.6% using 5.0; the rest various versions of 4.5.x and 4.3.x patch releases before they were released. Total number of sessions using beta versions is close to 10% of total editor sessions.

I guess many project was on going since forever and people won't risk doing the upgrade to unity 4.5 or 4.6 as there are major changes. Actually I myself saw that some android devices can not load games built with Unity 4.5+ but working fine with 4.3 builds, all with the same source code... Not sure if it's a bug or something but to be safe, I always used 4.3 to build for Android

Quis aedificabit ipsos aedificatores?Unity Technologies

Not that many people doing console games (by a long shot); anyway they'd probably be using 4.4.

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No, a number of the console platforms are still stuck on 4.3. I say 'perhaps' because I'm not sure what percentage of our users are likely to be in that situation, but "I'm targeting a console for which 4.3 is the only option" is the most compelling reason to be on 4.3.

Silly question, but can't find where I can set what Unity version my asset supports. I looked inside Unity and also on the web interface...

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You can't. Unfortunately the minimum version is auto-filled with whatever Unity version you're using when you submit the asset for review. So keep a version of whatever version that is around. I have 5 version of Unity installed myself.

One more silly question...my asset currently says only available for 4.6.1 - does that mean that users with lower versions won't see in in the asset store? Or will they see it, but not be able to install it?

I've almost always ran the latest version of (non-beta) unity so haven't run into any packages I couldn't install, but not sure how it all works...

I'm still amazed at how much better these forums work than unity answers - I used to spend some time there helping out, but this here feels much livelier.

Thanks!

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Same here. I used to spend all the time in unity answers asking Qs and answering Qs, and then I moved to the forums and sort of forgot all about answers. But then again I didn't ask any questions in a while that weren't a discussion.

Extremely useful. I was beginning to think about what past versions I would want to target for support for my Asset Store plug-in. 4.5 and above was a given. I believe I heard that the new version control tools in the Asset Store manager are pretty keen. I'll check in on them when I get home, and see what they provide. My new version is going to be more segmented, so I could easily create a more backwards-compatible version. With this data, I'm thinking targeting anything before version 4.0 would be a waste of time.

Hi @Aras and @lasse, now that Unity 5 is out, and 4.6 has been out for a little while - would you mind sharing updated data? This is super-userful ... maybe there's also a way to integrate both of these statistics (editor versions overall and editor versions used to log into the asset store) right into http://stats.unity3d.com/editor/ - that would be even better; but as long as there's updates in this thread every few months, I'm fine

Am thinking of publishing an editor asset that would require dependency on Windows-only code

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I'm actually doing the same thing. I was planning on throwing in a pre-compiler conditional to remove the Windows-dependent feature from other platforms. It would be informative to know what kind of reach I would be able to expect from the full version of the editor script.

Digital ApeModerator

Hi @Aras and @lasse, now that Unity 5 is out, and 4.6 has been out for a little while - would you mind sharing updated data? This is super-userful ... maybe there's also a way to integrate both of these statistics (editor versions overall and editor versions used to log into the asset store) right into http://stats.unity3d.com/editor/ - that would be even better; but as long as there's updates in this thread every few months, I'm fine

Volunteer ModeratorModerator

Is it just me or is it an incredibly basic functionality that Unity should just add to the Package Manager? Just choose the minimum version the asset will run on.

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That's determined by the version of Unity you use to upload. It can't be feasibly be done any other way.

It seems like nobody at Unity wants to improve the asset store any more.

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Why make blatantly unfounded accusations like that? They've been continuously adding and improving stuff since the day it was introduced. Just recently they completely overhauled the update process (most of the functionality aside from the actual uploading was moved the web site), and added the ability to upload multiple versions of the same package, among other things.

That's determined by the version of Unity you use to upload. It can't be feasibly be done any other way.

Why make blatantly unfounded accusations like that? They've been continuously adding and improving stuff since the day it was introduced. Just recently they completely overhauled the update process (most of the functionality aside from the actual uploading was moved the web site), and added the ability to upload multiple versions of the same package, among other things.

--Eric

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Oh. Ok. I take my words back as I I haven't created any asset for a while so need to check again.

That's determined by the version of Unity you use to upload. It can't be feasibly be done any other way.

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I completely disagree with this. Why do I have to lose the market share of say Unity 4.3 when I make an asset in Unity 4.6 knowing that it will work on lower versions? Why not just have a combo/list in which you have to choose the minimum version of the asset before uploading? It's easy to add - give me a good reason why it shouldn't be added.

And also, I suppose paying from store credits is an essential feature which has been overlooked for the past few years now. Half of Envato's sales are from the users who pay from their earnings on the stores (themeforest, graphicriver etc)

[...] maybe there's also a way to integrate both of these statistics (editor versions overall and editor versions used to log into the asset store) right into http://stats.unity3d.com/editor/ - that would be even better; but as long as there's updates in this thread every few months, I'm fine

Volunteer ModeratorModerator

I completely disagree with this. Why do I have to lose the market share of say Unity 4.3 when I make an asset in Unity 4.6 knowing that it will work on lower versions? Why not just have a combo/list in which you have to choose the minimum version of the asset before uploading? It's easy to add - give me a good reason why it shouldn't be added.

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You can't guarantee any compatibility if you manually select it. Only actually being in the appropriate version of the editor can do this. This has been discussed before and this is the answer from the engineers.

I completely disagree with this. Why do I have to lose the market share of say Unity 4.3 when I make an asset in Unity 4.6 knowing that it will work on lower versions?

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Because most likely, it will actually not work when you have used Unity 4.6 to do the upload. Almost certainly it will not work. You usually cannot open packages built with new versions of Unity in older versions of Unity. You might be able to, but you're on very slippery ground and it's kind of likely that there will be some weird stuff going on that you didn't expect.

And the thing is: If you really know that it will work on lower versions, this means that you've just tested your package in that lower version. Then why not use that version to do your upload?

Unity Technologies

@jashan is pretty much spot on. There are cases opening newer packages in older Unity versions is known to work and other cases where it definitely won't. And then there are the other 99% of the cases where it probably will (not) work.

Up until 5.0 we've assumed 100% backwards compatibility (old package, new editor) and 0% forwards compatibility (new package, old editor) because it was the safe thing to do. With between 500 and 800 new packages on the store every month, that kind of safety matters now more than ever.

That said, downloading from an editor older than the one used to upload makes sense sometimes. A recent example involved a publisher moving on from 4.3 to 4.6.2 where a customer was stuck with a project on 4.6.1. In cases like that "computer says no" is a sucky policy from a customer point of view. So we are considering loosening up a bit on this. Be prepared for big red warnings about fire, brimstone and spontaneously self-combusting projects if and when that happens...

In any case, requiring publishers to upload from the oldest Unity version(s) they want to support is not unreasonable I think.

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